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Manon

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Street Fighter/Manon
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Manon is a video game character from the Street Fighter series, debuting as a new playable fighter in Street Fighter 6. She is a French judoka who is also a ballet dancer and fashion model.

Manon
I've never stopped to consider what true strength is... But I think I already know.
~ Manon
Origin
Origin Street Fighter 6
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Street Fighter 6
Voiced by Japanese: Ayaka Fukuhara
English: Cherami Leigh
Characteristics
Species Human
Gender Female
Pronouns She/Her
Sexuality Heterosexual
Age Unknown
Birthday September 2
Height 5'9"
Weight 129 lbs
Ethnicity French
Status Alive
Alignment Neutral Good
Archetype Skill Master
Occupation Supermodel
Time Period Modern
Language French
Combat Style Judoka
Homeworld Earth
Relationships
Affiliations Marisa, E. Honda, Elena
Enemies N/A

Background

This dropdown contains the synopsis of 's story. Read at your own risk as you may be spoiled otherwise!

Pre-Street Fighter
Manon was born the youngest of three siblings into a wealthy French aristocratic family. At her father’s encouragement, she began practicing judo in a public preschool class, where her exceptional talent quickly became apparent and earned her recognition as a prodigy. She soon transitioned to private training under her father’s instructor. As the only daughter, Manon enjoyed a generally happy childhood alongside her two older brothers. However, before she began competing internationally, her parents divorced. Her mother reassured her that she would be “just fine” on her own because she was “strong,” words that deeply affected Manon. She came to believe she was left behind due to that strength and grew to resent the word itself. For a time, she convinced herself that excelling in judo might reunite her parents, and while she later accepted that this hope was unrealistic, a trace of it remained within her.

As she matured, Manon pursued multiple careers and achieved remarkable success in all of them. She won a gold medal at the world judo championships, an accomplishment she cherished so much that she wore the medal everywhere. Beyond judo, she also rose to prominence as a ballerina, supermodel, and actress. Much of her drive to excel stems from a desire to prove her mother’s words—that she would be “just fine”—wrong. Despite her achievements, Manon gradually became distant and emotionally guarded, worn down by constant praise and the expectation that she would naturally succeed at everything. She also grew frustrated with being viewed by most people, aside from her brothers, as nothing more than a flawless ideal rather than a person.

Street Fighter 6
A world champion judoka and successful fashion model, Manon is an idealist who continually strives for self-improvement, viewing beauty and strength as goals to be refined. She participates in street fighting as another stage to test herself, seeking to prove her ideals through combat.

In her arcade, Manon reflects on how she has been described as “strong” throughout her life, a word she has come to dislike and avoids using for herself. This perspective begins to change after she is noticed by Marisa at the colosseum and directly challenged to a fight. Despite the blunt nature of the challenge, Manon senses a connection when Marisa states that they pursue the same ideals.

Manon wins the match, but Marisa’s enthusiasm and enjoyment of the fight leave a lasting impression on her. Unlike others, Marisa values strength as a motivation for self-improvement rather than a label earned through achievement alone. When Marisa calls her strong, Manon does not feel discomfort, but instead finds encouragement in the shared mindset.

When Marisa proposes a rematch, Manon accepts, choosing to acknowledge her strength on her own terms and in the way Marisa understands it.

In Marisa’s arcade story, she recalls first noticing Manon within a crowd at the colosseum and immediately challenging her. In Manon’s ending, she defeats Marisa, who then asks for a rematch. In Marisa’s ending, Marisa wins the second bout. Afterward, the two share a moment of mutual respect, discussing their views on strength, victory, and defeat, and forming a bond through combat.

Manon appears in E. Honda’s story during his search for a location to open his restaurant. Upon learning that Honda plans to build at the site of the Fête Foraine carnival, Manon approaches him to voice her objection. Before she can explain, Honda challenges her to a match, believing she does not understand sumo.

After the fight, Manon explains her concerns and advises Honda to create a restaurant that reflects his own vision. Honda accepts her advice and later opens Chanko House Edomon in Metro City.

Appearance

Manon in her default outfit

General Description: Manon is a tall, elegant French woman with a statuesque, athletic build that reflects her background in both judo and ballet. Her posture is refined and composed, reinforcing her graceful yet powerful presence.

Facial Features: Manon has light pink hair styled in a short cut with hime-cut bangs and longer side fringes, evoking the silhouette of a swan. Her hairstyle remains largely consistent across most appearances, though it changes significantly in select outfits and story depictions.

Clothing/Outfit:

  • Default Outfit: Royal blue singlet with red, white, and blue streaks, featuring cutouts around the torso and hips. A gold medal depicting two abstract judo figures is embedded in the collar. Over the singlet, she wears a white gi with turquoise trim, rolled-up sleeves, and a black judo belt at the waist. Matching blue footguards and wristbands with white stripes complete the look. Her nails are painted in the colors of the French flag.
  • Second Outfit: Ballet-inspired ensemble featuring a black bra partially covered by a black-and-pink orchid feather cape. Pink orchid gloves with diamond motifs and purple palms extend into long black gauntlets. The gold medal is worn as a choker. She wears glossy black leggings with ruffled hip accents resembling a ballet tutu, pink orchid gladiator sandals, and flat-top sunglasses with a purple tint.
  • Arcade Story (Childhood / Young Adult): Wears a traditional judo gi. As a child, her side fringes are cut short, creating a mushroom-like hairstyle. As a young adult, the fringes grow to shoulder length while retaining the same outfit style.
  • Pre-Debut Baking Attire: Appears with long pink hair styled into ringlets similar to Karin Kanzuki’s, wearing a pink and white gothic-style dress while baking cakes and desserts.
  • Third Outfit: French Revolution-inspired royal military attire consisting of a dark blue and red short military jacket with gold parallel buttons, gold epaulettes, large white jabot, gold wrist cuffs with ruffled white sleeve ends, and a split-tail skirt reaching knee height. She wears white gloves, white military pants tucked into off-white knee-high boots with V-shaped openings trimmed in gold, gold fleur-de-lis on the front, and red-violet soles and toe caps. Her hair remains pink but is styled into Victorian ringlets, as seen in her World Tour background.
  • Fourth Outfit: Fashion-forward swimsuit featuring a deep-cut one-piece with a pale blue upper panel and dark navy lower section, accented by a gold “M” emblem below the navel. She wears a sheer cropped shawl patterned with interlocking gold “M” motifs, stacked gold bracelets, a chain choker holding her gold medal, angular gold-framed sunglasses, and gold gladiator sandals.

Special Features: Manon’s gold medal serves as both a competitive symbol and fashion accessory across multiple outfits. Her visual themes consistently blend elegance, national identity, and athletic prestige.

Alternate Forms/Disguises: Manon features multiple outfit swaps that highlight different aspects of her identity, including her judo career, ballet influence, cultural heritage, and high-fashion sensibilities.

Personality

  • Idealistic and Ambitious: Manon is driven by self-improvement, striving to become the world’s strongest model by combining beauty with martial prowess. She enjoys street fighting and actively seeks out strong opponents to test herself.
  • Haughty but Principled: She often presents herself as snobbish and refined, carrying a confident, aristocratic demeanor. Despite this, she maintains clear standards and openly despises individuals with hidden or malicious intentions, such as JP.
  • Competitive Drive: Similar to fighters like Karin Kanzuki and Cody, Manon relishes facing powerful adversaries, viewing combat as a means to refine both her skill and self-worth.
  • Emotionally Guarded: Due to unresolved family issues, particularly her mother’s words in childhood, Manon dislikes being praised simply for being “strong.” She has grown indifferent to accolades, believing success is merely expected of her.
  • Aloof and Isolated: Being perceived as perfect and self-sufficient has caused Manon to struggle with forming close friendships, as others often see her as unapproachable or emotionally distant.
  • Evolving Self-Understanding: Her encounter with Marisa marked a turning point, helping Manon realize that strength is not about being “just fine” alone, but about having the motivation and determination to continue growing and improving.

Goals

Relationships

Marisa

Marisa is Manon’s rival. Despite their contrasting personalities and backgrounds, the two share a mutual respect for one another. Manon acknowledges Marisa’s determination, particularly her resolve to push herself harder after experiencing defeat, and views her as a worthy and motivating opponent.

E. Honda

Manon plays a role in encouraging E. Honda to relocate his chanko business to Metro City. The decision proves successful, reflecting Manon’s practical support and confidence in Honda’s abilities beyond the ring.

Elena

Manon and Elena are shown to be friends during film shoots set prior to the events of Street Fighter 6. Manon fondly recalls Elena’s earlier short hairstyle and openly admires her beauty, including her gold accessories and physique. At the time, Manon is unaware that Elena is also a fighter, only learning the truth through her pupil, the Avatar. Hoping to reconnect with her, Manon entrusts the Avatar with her contact information so they may meet again.

General Information

Name: Manon

Nicknames: The Judoka Ballet Dancer

Origin: Street Fighter 6

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Street Fighter 6

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

Gender: Female

Sexuality: Heterosexual

Pronouns: She/Her

Handedness: Ambidextrous

Age: Unknown

Birthday: September 2[3]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: France

Story Role: Supporting Characters

Legacy: Global Legacy (Manon is a world famous super model and world champion Judoka[7]. Manon is one of the several legendary fighters that are known across the world that the player becomes a disciple of in Street Fighter VI[8])

Influence: Event Influence

Language: French

Ethnicity: French

Religion: N/A

Classification: Model, Street Fighter, Legendary Fighter[9]

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Supermodel[10]

Combat Style: Judoka[11]

Affiliations: Marisa, E. Honda, Elena

Enemies: N/A

Height: 5'9[12]

Weight: 129 lbs[13]

Status: Alive

Alignment: Neutral Good (Maron merely wishes to fight with other strong fighters to become the strongest model)

Potential

Archetypal Tiering: Skill Master

Codex Statistics

Grade: A

Tier: 9-A

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[18]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[19])

Attack Potency: Room level (Potency) (Fought against E. Honda[20], who has fought against Street Fighter V Era Ryu, who is comparable to Chun-Li, who can[21] fight against[22], Juri Han, who can blow up the inside of a building[23] and cause a jet plane to explode[24]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[25], and broke three cinderblocks with one attack[26]. The Street Fighter cast can break[27] apart cars overtime with various hits[28]. They can also destroy metal barrels[29]. Along with destroy stone walls overtime[30]. Can destroy barrels in a single hit[31]. The Street Fighter cast can break[32] apart cars overtime with various hits[33]. They can also destroy metal barrels[34]. Along with destroy stone walls overtime[35]. Can fight and harm Sagat[36], who broke a large rock in half[37]. Can destroy barrels in a single hit[38], Can fight and harm Zangief[39], who overpowered a large bear[40]. Should be comparable to Adon[41], who broke a chunk off a statue's head[42]. Should be comparable to characters like Birdie, who bent a large piece of metal[43]. Can destroy barrels in a single hit[44]. The cast is able to destroy barrels with a single hit[45]. Legendary Fighter's masters actions make their student able to destroy objects they couldn't prior such as wooden boxes and barrels[46])

Durability: Room level

Striking Strength: Room Class (Potency)

Lifting Strength: Class 50 (Manon should be comparable to Hugo, who can lift a semi-truck[47])

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[48]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[49]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[50])

Attack Speed: Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[51], even during the Alpha series[52])

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[53]. Can go through intense battles and long periods of training)

Range: Standard Melee, Higher with Air Manipulation

Intelligence: Genius Intelligence (Manon's way of acting requires her to focus on beauty and precision in her movements, being essential for converting force into maximum energy[54], letting the laws of physics guide her[55]. During workouts, she calculates precisely how much muscle mass she's putting into each part of her body[56])

Knowledge:

At least Master level (Manon is a world champion judoka[60], easily overpowered the Avatar while giving him an attempt to try throwing her[61]. She recommends partaking in inter-style fights to understand how other fighting styles work[62], noting herself that she oftens faces a wide variety of opponents in order to draw ever close to "true" strength, to never settle but experiment[63]. Entered her first global judo tournament around the same time she first entered the runway in modeling[64]. Manon took judo at a young age[65] approaching world class level opponents at a young age[66]. Manon's techniques incorporates movements from ballet[67]. Manon entered tournaments against other styles to improve her judo techniques[68], becoming the best in the world in judo and refusing to stop there as it gives her no other way to develop[69]. Manon's way of acting requires her to focus on beauty and precision in her movements, being essential for converting force into maximum energy[70], letting the laws of physics guide her[71]. Considering physics as an art, painting martial arts and the entropy of the universe in beautiful, orderly brushstrokes[72]. Noted that Manon is always on top no matter what it is, whether it's in the judo ring or on the runway, she's always the best[73]. Even against other styles, she always comes out on top[74]. When she fights with a partner she senses nothing but possibility, wishing to fight ever fiercer battles[75]. Has faced off against Savate, a mixed martial art that sometimes uses sticks and Fencing, a combat sport honed in the tumult of history[76]. Found victory at the World Ultra Judo Championships, a very prestigious competition[77]. Her ultimate, Pas de Deux, has her forcibly put her opponent in various ballet positions before finishing them off[78]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[79]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[80]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[81]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[82]. Fighters get stronger as they learn various and more powerful techniques[83]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[84])


Powers and Techniques






Equipment

Nothing notable.


Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[216]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[217]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[218]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[219]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[220]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[221]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[222]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.


Fighting Style
Manon’s combat style fuses competitive judo with classical ballet. She relies on throws, balance manipulation, and positional control, using elegant footwork and spinning movements to close distance. Her techniques emphasize rhythm, timing, and repeated grapples that grow stronger as the fight progresses.

Révérence

Manon drives both palms upward into the opponent’s chin, designed to stagger them and open the way for continued pressure.

Tomoe Derrière

Manon slides forward and snaps an upward kick that launches the opponent into the air.

À Terre

A forward palm thrust followed by a low kick that pulls the opponent inward.

En Haut

Manon delivers a crescent kick that flows directly into an axe kick with the same leg.

Temps Lié

Two consecutive strikes to the torso, with the second drawing the opponent closer.

Allongé

A rising slap to the chin immediately followed by an overhead palm strike.

Glissade

Manon spins into a forward leap, extending into a powerful split kick.

Écarté

After blocking an attack, Manon pivots in place and slams a heavy palm strike into the opponent’s midsection.

Ouchi Gari

Manon threads her leg between the opponent’s and sweeps them off balance, throwing them to the ground.

Uchi Mata

Manon locks the opponent’s arm, slips her leg between theirs, and flips them over her back before slamming them down.

Manège Doré

A throw that enhances Manon’s throw-based techniques with each successful use, stacking up to five times. Higher levels involve aerial launches and increasingly forceful slams.

Rond-point

Manon spins and extends her leg vertically, striking upward to intercept or launch the opponent. The enhanced version sends them higher.

Dégagé

A powerful kicking technique with multiple variations, including sliding split kicks, leaping split kicks, and a spinning overhead strike. The enhanced version strengthens the overhead kick.

Renversé

Manon spins toward the opponent and transitions into a throw that increases in complexity and force with repeated use. At higher levels, the technique incorporates extended spins and multiple re-grabs before the final slam. Can also be canceled into a feint.

Grand Fouetté

Instead of completing a throw, Manon converts her spinning momentum into a decisive roundhouse kick.

Arabesque

Manon assumes a ballet stance and glides forward at high speed, striking the opponent and sending them flying.

Étoile

A rapid sequence of spinning kicks that ends with a leaping strike.

Pas de Deux

Manon traps the opponent in a flowing sequence of forced rotations and throws, moving them through multiple ballet poses before finishing with a powerful slam. When near defeat, the sequence extends into a more violent aerial finish.


Common Moves

Drive Impact: Glissade

Lunge forward with a powerful attack. Can be used to absorb an opponent's attack while launching your own offensive.
~ Street Fighter 6 Manon Command List Drive Impact: Glissade

P (High) K (High)

Drive Reversal: Ecarte

Can be used after blocking an attack to quickly turn a defensive position into an offensive one. Can also be used when recovering from a knockdown. The input can be held while downed to perform this when rising.
~ Street Fighter 6 Manon Command List Drive Reversal: Ecarte

→ + P (High) K (High) (When blocking, recovering from a knockdown, or during a successful Drive Parry)

Drive Parry

Adopt a stance that allows you to deflect all opponent strikes. This stance can be sustained by holding down the command used to activate it.
~ Street Fighter 6 Manon Command List Drive Parry

P (Medium) K (Medium)

Parry Drive Rush
Immediately move forward from a Drive Parry stance. Normal or unique attacks performed while moving will have their properties changed.
~ Street Fighter 6 Manon Command List Parry Drive Rush

→ → (During a Drive Parry)

Cancel Drive Rush

Immediately move forward out of an attack. Can be performed during any special-cancelable move.
~ Street Fighter 6 Manon Command List Cancel Drive Rush

→ → OR (N or →) + P (Medium) K (Medium) (While connecting with a special-cancelable move)

Throws

Ouchi Gari

Grapple with your opponent, slipping your leg between theirs and tossing them to the ground. Throws your opponent without switching places with them.
~ Street Fighter 6 Manon Command List Ouchi Gari

(N) or → + P (Low) K (Low)

Uchi Mata

Grapple with your opponent, slipping your leg between theirs and lifting them over you. Throws your opponent while switching places with them.
~ Street Fighter 6 Manon Command List Uchi Mata

← + P (Low) K (Low)

Unique Attacks

Reverence

A quick attack that can be canceled into special moves.
~ Street Fighter 6 Manon Command List Reverence

← + P (High)

Tomoe Derriere

A kick with long reach that launches opponents into the air.
~ Street Fighter 6 Manon Command List Tomoe Derriere

↘ + K (High)

A Terre

A quick combination attack that pulls your opponent towards you.
~ Street Fighter 6 Manon Command List A Terre

P (Medium) K (Medium)

En Haut

A two-hit series of attacks, the second of which cannot be blocked crouching.
~ Street Fighter 6 Manon Command List En Haut

← + P (Medium) K (Medium)

Temps Lie

A two-hit combination attack that pulls your opponent toward you.
~ Street Fighter 6 Manon Command List Temps Lie

P (High) P (High)

Allonge

A two-hit combination attack. Useful against jumping opponents.
~ Street Fighter 6 Manon Command List Allonge

↓ + P (High) P (High)

Special Moves

Manege Dore

Grab your opponent at close range, disrupt their balance, and toss them to the ground with a powerful throw. Landing this move will raise your medal level, and the move's effect change depending on that level.
~ Street Fighter 6 Manon Command List Manege Dore

→↘↓↙← + P (When near opponent) (Effect depends on medal level)

Rond-point

A swift, upwards kick performed while spinning. Used in combos or, if done early, as an anti-air attack.
~ Street Fighter 6 Manon Command List Rond-point

↓↘→ + K

Degage

A powerful thrusting kick performed with all the grace of ballet. Useful for catching opponents by surprise and slipping through their guard.
~ Street Fighter 6 Manon Command List Degage

↓↙← + K

Renverse

Spin torward your opponent and grab them before sending them flying. Landing this move will raise your medal level, and the move's effect willl change depending on that level.
~ Street Fighter 6 Manon Command List Renverse

↓↘→ + P (Hold the button to feint) (Effect depends on medal level)

Grand Fouette
A kick that can be perfomed from the forward lunge in Renverse. Useful in combos or as a way of checking opponents from mid-range.
~ Street Fighter 6 Manon Command List Grand Fouette

K (During Renverse)

Super Art

Arabesque

A kick performed while sliding forward along the ground that sends your opponent flying. This move is invincible on startup, making it useful as a way to turn the tables.
~ Street Fighter 6 Manon Command List Arabesque

↓↘→ ↓↘→ + K

Etoile

Launch your opponent into the air with a quick one-two combination of kicks, and follow up with a powerful leaping kick. This move executes quickly, making it useful as an anti-air attack or as a way to combo airborne opponents.
~ Street Fighter 6 Manon Command List Etoile

↓↙←↓↙← + K

Pas de Deux

Attack as though performing a ballet dance and then smash your opponent into the ground with a devastating slam. Can be used to slip through an opponent's guard at close range and deal tons of damage all at once.
~ Street Fighter 6 Manon Command List Pas de Deux

↓↘→ ↓↘→ + P (When near opponent) (More powerful when vitality is at 25% or below)


Other

Standard Tactics: Manon utilizes judo with movements she learned while in ballet.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[227]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[228] and here[229]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles


Profiles
Manon

A super model and world champion judoka, Manon is an idealist, forever seeking self-improvement in the pursuit of beauty. She struts the catwalk of street fighting to become the world's strongest model.

  • Height: 5'9
  • Weight: 129 lbs
  • Likes: The color gold, cosmetics, her family
  • Hates: Crowds, chatterboxes
Original on left. Street Fighter 6

Trivia

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[235]?

A: Akuma's punch causes the island to start collapsing[236], and specifically causes an explosion of this size in comparisson to the island[237], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[238]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[239], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[240]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[241] and cause a jet plane to explode[242], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[243]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[244]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[245], his ending in Alpha 3 has him easily kill M. Bison[246]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[247], and ends up winning[248], and him calling the Raging Demon a pitifully weak move[249]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[250], while Groan only plays when he's fighting Gen or Evil Ryu[251], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[252]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[253] suggest it to be equal[254] in power to[255] Akuma, several[256] characters[257] note[258] that[259] it isn't[260], as strong[261] as the[262] real Akuma[263]. The real Akuma even considers SiRN Akuma a mockery[264]. C. Viper notes the simulation is only passable as a simulation[265].

Battle Records

4 - 0 - 2


  • Random Character - Fight[266]
    • Conditions: None.
    • Location: Randomized
  • Random Character - Fight[267]
    • Conditions: None.
    • Location: Randomized
  • Make a Scrap Heap - Challenge[268]
    • Conditions: None.
    • Location: The Macho Ring, USA
  • Random Character - Fight[269]
    • Conditions: None.
    • Location: Randomized

None.

References

  1. Street Fighter 6 Website Manon Profile
  2. Street Fighter 6 World Tour Manon Cutscenes
  3. Web Archive link if twitter link dies
  4. Street Fighter Memorial Archives Beyond the World
  5. Final Fight Arcade Intro
  6. Street Fighter Memorial Archives Beyond the World
  7. Street Fighter 6 Website Manon Profile
  8. Street Fighter VI Online Manual
  9. Street Fighter VI Online Manual
  10. Street Fighter 6 Website Manon Profile
  11. Street Fighter 6 Website Manon Profile
  12. Street Fighter 6 Website Manon Profile
  13. Street Fighter 6 Website Manon Profile
  14. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  15. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  16. Street Fighter Alpha 3 Game Manual Page 8
  17. Street Fighter VI Trainng Tutorial
  18. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  19. Sakura Ganbaru!, Volume 1, Chapter 1
  20. Street Fighter VI E. Honda Story
  21. Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
  22. Super Street Fighter IV - Juri VS Chun Li Cinematic
  23. Super Street Fighter 4 Juri OVA
  24. Super Street Fighter 4 Juri OVA
  25. Street Fighter 1987
  26. Street Fighter 1987
  27. Street Fighter II: The World Warrior Car Minigame
  28. Street Fighter IV: Arcade Edition Car Minigame
  29. Street Fighter II
  30. Street Fighter II Turbo 16-Bit
  31. Street Fighter II
  32. Street Fighter II: The World Warrior Car Minigame
  33. Street Fighter IV: Arcade Edition Car Minigame
  34. Street Fighter II
  35. Street Fighter II Turbo 16-Bit
  36. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  37. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  38. Street Fighter II
  39. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  40. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  41. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  42. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  43. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  44. Street Fighter IV: Arcade Edition
  45. Street Fighter V: Arcade Edition
  46. Street Fighter VI Online Manual
  47. Ultra Street Fighter IV Hugo Cutscenes
  48. Street Fighter Alpha Super Combos
  49. Street Fighter IV Dan Ending
  50. Street Fighter Alpha 3 - Sagat Story
  51. Street Fighter 2: Champion Edition
  52. Street Fighter Alpha 3 Guile's Sonic Boom
  53. Street Fighter 2: Turbo Game Manual Page 10
  54. Street Fighter 6 World Tour Manon Cutscenes
  55. Street Fighter 6 World Tour Manon Cutscenes
  56. Street Fighter 6 World Tour Manon Cutscenes
  57. Street Fighter 6 World Tour Manon Cutscenes
  58. Street Fighter 6 World Tour Manon Cutscenes
  59. Street Fighter 6 World Tour Manon Cutscenes
  60. Street Fighter 6 Website Manon Profile
  61. Street Fighter 6 World Tour Manon Cutscenes
  62. Street Fighter 6 World Tour Manon Cutscenes
  63. Street Fighter 6 World Tour Manon Cutscenes
  64. Street Fighter 6 World Tour Manon Cutscenes
  65. Street Fighter 6 World Tour Manon Cutscenes
  66. Street Fighter 6 World Tour Manon Cutscenes
  67. Street Fighter 6 World Tour Manon Cutscenes
  68. Street Fighter 6 World Tour Manon Cutscenes
  69. Street Fighter 6 World Tour Manon Cutscenes
  70. Street Fighter 6 World Tour Manon Cutscenes
  71. Street Fighter 6 World Tour Manon Cutscenes
  72. Street Fighter 6 World Tour Manon Cutscenes
  73. Street Fighter 6 Website Manon Arcade Mode
  74. Street Fighter 6 Website Manon Arcade Mode
  75. Street Fighter 6 World Tour Manon Cutscenes
  76. Street Fighter 6 World Tour Manon Cutscenes
  77. Street Fighter 6 World Tour Manon Cutscenes
  78. Street Fighter 6 Manon Move List
  79. Street Fighter 2: Turbo Game Manual Page 10
  80. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  81. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  82. Street Fighter Alpha 3 Game Manual Page 8
  83. Street Fighter VI Training Tutorial
  84. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  85. Street Fighter 1 Fighter Defeated Cutscene
  86. Street Fighter 1 Ending
  87. Street Fighter 1 Minigame
  88. Street Fighter 1 Minigame
  89. Street Fighter VI Karate Minigame
  90. Street Fighter VI Karate Minigame
  91. Street Fighter VI Karate Minigame
  92. Street Fighter VI Scrap Heap Minigame
  93. Street Fighter VI Scrap Heap 2 Minigame
  94. Street Fighter 6 All Jump Animations
  95. Street Fighter III 3rd Strike Game Manual Page 14
  96. Street Fighter 2: Turbo Game Manual Page 10
  97. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  98. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  99. Street Fighter Alpha 3 Game Manual Page 8
  100. Street Fighter VI Training Tutorial
  101. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  102. Street Figher V Perfect Parry
  103. Street Fighter 6 Perfect Parry
  104. Street Fighter V Stun Animation
  105. Street Fighter Series
  106. Street Fighter III 3rd Impact Game Manual Page 15
  107. Street Fighter VI Ball Block Blitz
  108. Street Fighter Alpha Game Manual page 4
  109. Street Fighter III 3rd Impact Game Manual Page 14
  110. Street Fighter IV Game Manual Page 12
  111. Street Fighter 6 Perfect Parry
  112. Street Fighter Alpha Game Manual page 4
  113. Street Fighter III 3rd Strike Game Manual Page 15
  114. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  115. Street Fighter VI Training Tutorial
  116. Street Fighter Alpha Game Manual page 7
  117. Street Fighter Alpha 3 Game Manual Page 12
  118. Street Fighter Alpha 3 Game Manual Page 12
  119. Street Fighter VI Training Tutorial
  120. Street Fighter VI Training Tutorial
  121. Street Fighter V F.A.N.G. Gameplay
  122. Street Fighter V F.A.N.G. Gameplay
  123. Street Fighter 6 World Tour Kimberly Cutscenes
  124. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  125. Street Fighter 6 World Tour Akuma Mastery
  126. Street Fighter IV Game Manual Page 12
  127. Street Fighter Alpha Super Combos
  128. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  129. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  130. Street Fighter IV Game Manual Page 16
  131. Street Fighter 6 World Tour Lily Hawk Cutscenes
  132. Street Fighter 6 World Tour Lily Hawk Cutscenes
  133. Street Fighter VI Training Tutorial
  134. Street Fighter V Movie: A Shadow Falls
  135. Street Fighter Alpha 3 Game Over/Bad Ending
  136. Street Fighter V Karin Story
  137. Street Fighter V Karin Story
  138. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  139. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  140. Super Street Fighter IV - Juri OVA
  141. Super Street Fighter IV - Juri OVA
  142. Super Street Fighter IV - Juri OVA
  143. Super Street Fighter IV - Juri OVA
  144. Street Fighter IV Game Manual Page 15
  145. Street Fighter IV Game Manual Page 16
  146. Ultra Street Fighter IV Ryu Move List
  147. Street Fighter IV Game Manual Page 15
  148. Ultra Street Fighter IV Ryu Move List
  149. Street Fighter IV Game Manual Pages 15-16
  150. Street Fighter IV Game Manual Page 16
  151. Street Fighter IV Game Manual Page 16
  152. Sakura Ganbaru!, Volume 1, Chapter 1
  153. Street Fighter V Official Online Manual
  154. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  155. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  156. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  157. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  158. Street Fighter V Menat Story Ending
  159. Winter Street, U.S.A. | Street Fighter III: New Generation
  160. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  161. Frosty Boulevard | Street Fighter V
  162. Holly Jolly Beatdown | Street Fighter V
  163. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  164. Volcanic Rim | Street Fighter IV
  165. Street Fighter III: 2nd Impact Akuma Move List
  166. Street Fighter V Kolin's Crtical Art
  167. Street Fighter Blanka Electricity
  168. Ultra Street Fighter IV C. Viper vs Dan
  169. Street Fighter V: A Shadow Falls
  170. Street Fighter V: A Shadow Falls
  171. Street Fighter V: A Shadow Falls
  172. Street Fighter V Movie: A Shadow Falls
  173. Street Fighter V Movie: A Shadow Falls
  174. Street Fighter V F.A.N.G. Gameplay
  175. Street Fighter V F.A.N.G. Gameplay
  176. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  177. Street Fighter V Necalli Story Mode
  178. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  179. Street Fighter VI Akuma Moveset
  180. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  181. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  182. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  183. Street Fighter V Menat Story Ending
  184. Street Fighter 6 World Tour Manon Cutscenes
  185. Street Fighter 6 World Tour Manon Cutscenes
  186. Street Fighter 6 World Tour Manon Cutscenes
  187. Street Fighter 6 Website Manon Profile
  188. Street Fighter 6 World Tour Manon Cutscenes
  189. Street Fighter 6 World Tour Manon Cutscenes
  190. Street Fighter 6 World Tour Manon Cutscenes
  191. Street Fighter 6 World Tour Manon Cutscenes
  192. Street Fighter 6 World Tour Manon Cutscenes
  193. Street Fighter 6 World Tour Manon Cutscenes
  194. Street Fighter 6 World Tour Manon Cutscenes
  195. Street Fighter 6 World Tour Manon Cutscenes
  196. Street Fighter 6 World Tour Manon Cutscenes
  197. Street Fighter 6 World Tour Manon Cutscenes
  198. Street Fighter 6 World Tour Manon Cutscenes
  199. Street Fighter 6 World Tour Manon Cutscenes
  200. Street Fighter 6 World Tour Manon Cutscenes
  201. Street Fighter 6 World Tour Manon Cutscenes
  202. Street Fighter 6 Manon Move List
  203. Street Fighter 6 World Tour Manon Cutscenes
  204. Street Fighter 6 World Tour Manon Cutscenes
  205. Street Fighter 6 World Tour Manon Cutscenes
  206. Street Fighter 6 World Tour Manon Cutscenes
  207. Street Fighter 6 World Tour Manon Cutscenes
  208. Street Fighter 6 Manon Move List
  209. Street Fighter 6 Manon Move List
  210. Street Fighter 6 Manon Move List
  211. Street Fighter 6 Manon Move List
  212. Street Fighter 6 Manon Move List
  213. Street Fighter 6 Manon Move List
  214. Street Fighter 6 Manon Move List
  215. Street Fighter 6 Manon Move List
  216. Street Fighter VI Training Tutorial
  217. Street Fighter VI Training Tutorial
  218. Street Fighter VI Training Tutorial
  219. Street Fighter VI Training Tutorial
  220. Street Fighter VI Training Tutorial
  221. Street Fighter VI Training Tutorial
  222. Street Fighter VI Training Tutorial
  223. Street Fighter Alpha Game Manual page 4
  224. Street Fighter IV Game Manual Page 15
  225. Street Fighter IV Game Manual Page 16
  226. Street Fighter 6 Online Manual
  227. Street Fighter III Third Impact Game Manual Page 18
  228. Street Fighter IV Game Manual Page 12
  229. Street Fighter VI Online Manual
  230. Street Fighter 6 Website Manon Profile
  231. Street Fighter 6 Website Manon Profile
  232. Street Fighter 6 World Tour Manon Cutscenes
  233. [Manon-san trivia] I have two older brothers. (【マノンさん豆知識】お兄さんが2人います)
  234. Web Archive if link dies
  235. Street Fighter Alpha 2 Ryu Arcade Ending
  236. Street Fighter Alpha 2 Ryu Arcade Ending
  237. Street Fighter Alpha 2 Ryu Arcade Ending
  238. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  239. Street Fighter IV Aftermath
  240. Street Fighter 4 - Intro: Chun Li
  241. Super Street Fighter 4 Juri OVA
  242. Super Street Fighter 4 Juri OVA
  243. Street Fighter V - E. Honda Arcade Mode Ending
  244. Final Fight Revenge Haggar Super Attack
  245. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  246. Street Fighter Alpha 3 Akuma Ending
  247. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  248. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  249. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  250. Street Fighter Alpha 3 OST Feel the Cool
  251. Street Fighter Alpha 3 OST Groan
  252. Street Fighter Alpha 3 Game Over
  253. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  254. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  255. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  256. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  257. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  258. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  259. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  260. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  261. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  262. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  263. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  264. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  265. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  266. Street Fighter VI Manon Story
  267. Street Fighter VI Manon Story
  268. Street Fighter VI Manon Story
  269. Street Fighter VI Manon Story
  270. Street Fighter VI Manon Story
  271. Street Fighter VI Marisa Story
  272. Street Fighter VI Manon Story
  273. Street Fighter VI Marisa Story
  274. Street Fighter VI E. Honda Story